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Badger + Coyote SRD

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0% found this document useful (0 votes)
406 views12 pages

Badger + Coyote SRD

Uploaded by

jiyeshisi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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an easy to use game system for making

asymmetric two player tabletop roleplaying games


Table of Contents
What is the Badger + Coyote SRD? 3
3rd Party License (ORC) 4
License 4
Attribution Text 4
The SRD 5
Rule Summary 5
Narration Turns 5
Session Goals & Simple Beginnings 5
Miscommunication 5
Character 1 Mechanics 6
Character 2 Mechanics 6
Copy and Paste Rules 7
Playing a Duet Roleplaying Game 7
The Narrator Token 7
Needed Materials 7
Playing the Game 8
Starting an Adventure 8
Turns 8
Session Goals 8
Simple Beginnings 9
Being [Character 1] 9
Being [Character 2] 9
Character Sheets 10
[CHARACTER 1] 10
Actions 10
Skills 10
Traits 10
Outcomes 10
[CHARACTER 2] 11
Actions 11
Skills 11
Traits 11
Social 11
Failure 12
What is the Badger + Coyote SRD?
This is the Badger + Coyote System Reference Document. A free and open licensed version of
Badger + Coyote that contains all the rules and design guidelines for you to make your own
B+C game.

Named after the original game, the system is designed for two characters of different
personalities or outlooks working together: from two very different creatures, two humans
who are opposite of each other, or even aliens from different planets!

The system is designed to be incredibly simple to pick up and jump into an adventure at a
moments notice, with the character duos already mostly defined.
3rd Party License (ORC)

The mechanics and details regarding the setting of Badger + Coyote, the Badger + Coyote
SRD, and all other Badger + Coyote games published by Pandion Games are available under
an open license, as outlined below, enabling you to distribute and modify the text within the
bounds of the license, which requires you to provide attribution and share your adaptations
under similar terms.

License
Badger + Coyote, the Badger + Coyote SRD, and all other Badger + Coyote games published by
Pandion Games are licensed under the ORC License available online at various locations
including www.azoralaw.com/orclicense. All warranties are disclaimed as set forth therein.
The following elements are owned by the Licensor and would otherwise constitute Reserved
Material and are hereby designated as Licensed Material: all the details about the setting,
and adventure hooks.

Attribution Text
If you use our Licensed Material in your own published work, please credit us in your
product as follows:
This work is based on Badger + Coyote, product of Pandion Games
(https://pandiongames.com/), developed and authored by Andrew Boyd. This product is licensed
under the ORC License available online at various locations including
www.azoralaw.com/orclicense. All warranties are disclaimed as set forth therein.

Find the Compatibility Logos at https://pandiongames.itch.io/badger-coyote-srd


The SRD
Looking to make a game quickly? Copy and paste the rules below, then search and replace
these following terms with your game idea and flavor text:

Introduction / How to Play Character 1 Sheet


[Game Title] [Char1 description]
[Character 1] [5 Char 1 Skills]
[Character 2] [4 Char 1 personality traits]
[3 Complication Examples]
[3 Scene Examples] Character 2 Sheet
[3 Goal Examples] [Char2 description]
[Skill Category1]
Player Tips [3 Category1 Example Actions]
[Tips to play Character 1] [Skill Category2]
[Tips to play Character 2] [3 Category2 Example Actions]
[4 Char2 Traits]
[Skill1 Characteristic]
[Skill2 Characteristic]

Rule Summary
Narration Turns
Each player takes turns narrating scenes, alternating inbetween. A token can be passed back
and forth to indicate who the current narrator is.

Session Goals & Simple Beginnings


Players set predetermined goals to help move the story along during play, and the game
supplies 2+ adventure hooks to give an example of the type of adventures that can be had.

Miscommunication
Spend a little time thinking about how this narratively works in your game. By default,
Character 2 can initiate dialog or provide instructions to Character 1, and it requires a
successful roll by Character 2. If the roll fails, Character 1 describes how they misunderstood
Character 2.

Consider tweaking this so both characters can make a social check when asking, explaining,
persuading, or giving instruction.
Character 1 Mechanics
Character 1 is purposefully the simpler character. When deciding who is Character 1 or 2
for your game, the more bull headed, brash, or singular focused character should be
Character 1.

Build a 3d6 dice pool and roll, taking the highest dice and comparing it to the outcome table.
1-2 = major complication
3-4 = minor complication
5-6 = no complication

Add one d6 for the action uses a Skill, when roleplaying a Trait, and/or getting help from
Character 2.

Character 2 Mechanics
Character 1’s actions and rolls can cause problems and have game-ending
consequences narratively, but only Character 2 has the possibility of splitting the team
and ending the game mechanically.

● Select a starting Skill #between 2 and 5.


● Roll a d6, trying to roll over or under depending on the skill category the action falls
under.
● On a failure, the player can move add or subtract 1 from their Skill # depending on the
category they were rolling for.
● If the Skill # ever reaches 1 or 6, the character’s action is successful, but the game
ends because they become ‘too much’ of either side of the spectrum.
Copy and Paste Rules

Playing a Duet Roleplaying Game


Playing a duet game is a raucous good time. At its core, it is a conversation between two
people, both building upon each other’s part of the story until the mechanics are triggered.
The player resolves the mechanic, and then the conversation continues.

Play begins with describing an opening scene together - build on each other’s ideas. Then
each player takes turns stating what their character is doing in that moment, while the other
player reacts with what their own character and the world around them does in response.
This dance of storytelling goes back and forth. When in doubt of an outcome of an action,
roll the dice. Work together to describe events, outcomes, and the surroundings.

If the story has a lull, or becomes boring for some reason, move on to another scene, or
introduce a complication.

The Narrator Token


Keep track of who is narrating the current complication and scene. It starts with Player1 and
is passed back and forth between each scene. Otherwise, players may narrate and play off
each other freely. The Token is optional.

Needed Materials
● The rule book
● Character sheets
● A pencil
● 4 six-sided dice
● A Token
● Your imagination
Playing the Game
[Game Title] is an asymmetrical, duet game. [Character 1] and [Character 2] are trying to
[General Goal] with their own unique skills.

Players can speak to each other to narrate the story and the actions of their characters, but
do not directly speak in-game. Instead, [Character 1] uses their social skills to help direct
[Character 2]. [Character 2] has no social skills to initiate communication, but many skills to
achieve their goals

Starting an Adventure
• Determine who is playing as [Character 1] and [Character 2]
• Read over their character sheets, and fill out the necessary information
• Give the Token to [Character 1]
• Select a adventure, or create your own
• Determine today’s goal for the session
• [Character 1] narrates the opening scene

Turns
Each player takes a turn narrating the scene and includes a complication caused by the
previous scene to solve in the next one. [3 Complication Examples] The severity of the
complication should be tied to how well [Character 1] or [Character 2] rolled.

Keep scenes specific: [3 Scene Examples]

Session Goals
Decide on a goal together. What do you want to accomplish today? [3 Goal Examples]

Whatever you decide ahead of time, [Character 1] and [Character 2] can decide in the
moment when they’ve gotten their fill and want to retire for the day.
Simple Beginnings
[ 2 Short Adventure Hooks]
Example Hook (replace): Badger and Coyote are on a leisurely stroll when they come across a
group of rabbits who are in a state of panic. The rabbits explain that a fox has been
terrorizing them and their community, stealing their food and attacking their homes. They
agree to help the rabbits and set out to track down the fox. As they search for the fox, they
discover that it has been driven to desperation due to…?

Being [Character 1]
[Tips to play Character 1]
Introduction about the character
Appearance, habits, behaviors, etc.

Being [Character 2]
[Tips to play Character 2]
Introduction about the character
Appearance, habits, behaviors, etc.
Character Sheets
[CHARACTER 1]
Introduction
[Character 1]’s job is: [Char1 description].

You don’t understand [Character 2]’s need for socializing and sometimes you don’t
understand what [Character 2] is trying to tell you. Only [Character 2] can initiate direct
communication in game. Sometimes it goes poorly and you misunderstand their meaning.
You decide how you misunderstood them.

You can perform any action you want, but when the outcome is unknown, build a dice pool
and roll. Using your skills or getting help gives you a boost! You can still complete some of
your task on a Horrible outcome, but something also goes very wrong.

Actions
Build a d6 dice pool:
• 1d6 for roleplaying your Trait
• 1d6 for using a Skill
• 1d6 if you have [Character 2]’s help

Take the highest die rolled to determine degree of success.

Skills
● [5 Char 1 Skills]

Traits
● [4 Char 1 personality traits]

Outcomes
1-2 = Horrible Major Complication
3-4 = Okay Minor Complication
5-6 = Perfect No Complication

Major complication - Something detrimental, dangerous or deadly happens that causes a


significant setback. You don’t achieve your goal.
Minor complication - You achieve your goal, but at a cost. Something unexpected goes
wrong.
No Complication - You succeed wildly in what you were trying to do!
[CHARACTER 2]
Introduction
[Character 2]’s job is [Char2 description], but more importantly, directing [Character 1] and
calming situations with your superior social skills.

SKILL # [ ]

Actions
Choose a Stat # between 2 and 5 to start.

The lower the number the better at Hunting you are. The higher the number, the better at
Social you are.

When taking an action, roll a d6.

● If using a [Skill Category1] skill, you want to roll above your number to succeed.
● If using a [Skill Category2] skill you want to roll under your number to succeed.

You can take any actions you want, simply classify what you’re doing as [Skill Category1] or
[Skill Category2].

Skills
[Skill Category1]
[3 Category1 Example Actions]
[Skill Category2]
[3 Category2 Example Actions]

Traits
[4 Char2 Traits]

Social
On a successful Skill Check, [Character 2] can speak a sentence or two to tell [Character 1]
something and [Character 1] can respond in kind.

On a failed social check, a miscommunication happens:

Explain what [Character 2] wanted to say, and [Character 1] determines what they think you
meant.
Failure
On a failed roll one of two things happens:

1. A complication occurs: What is it? How does it make the situation harder?
2. You choose to succeed anyway. Move your Skill number one digit towards the opposite
Skill.

Example: If [Character 2] fails a [Skill Category1] roll you can move your Skill +1 to succeed
anyway. Failed a [Skill Category2] roll? Move your Skill -1

If your Skill number ever reaches 1 you become too [Skill1 Characteristic] to have a
[Character 1] companion and the game ends.

If it becomes 6, you become too [Skill2 Characteristic]. [Character 1] strikes off on their own,
and the game ends.

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